GDI Nod Allies Soviet

*Hover over the icons on the right to view their descriptions.

Construction Yard
The Construction Yard is the foundation of a base and allows the construction of other buildings. You must protect this structure! Without it, you cannot build any new structures. The Construction Yard is fairly strong, but as with almost all structures, it is vulnerable to Engineers. Try surrounding your Construction Yard with walls to keep out unwanted guests.

Barbed Wire
Barbed-Wires stop non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it.
Laser Fence
Laser fence posts are much more durable than concrete walls, but if they are destroyed, any fence connected to them is disabled; they also cannot block direct weapons fire. Unlike concrete walls however, they can be cloaked by stealth generators and can also be repaired when damaged. The fences themselves are completely invulnerable meaning they can only be removed by destroying the laser fence posts.
This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.
Power Plant
The standard Power Plant. Power output is directly related to the Power Plant's condition, so protect them during battles. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power.


Advanced Power Plant
This structure provides twice as much power as the standard power plant. If they get damaged, you must repair them quickly or else some of your base defenses may cease to function. Your production speed can also be severely lowered if you have too little power. The Allies and Soviets use older technology than GDI and Nod, because of which their advanced power plants occupy more space.
Hand of Nod
This structure is a field training center for all available infantry units. You need a Barracks to be able to train infantry.
This processes tiberium and ore into its component elements. Building the refinery immediately deploys a Harvester and each Refinery can handle an infinite number of Harvesters. Each refinery can store a limited amount of processed resources and once they're at maximum capacity you'll require more refineries or silos to be able to gain more credits. When destroyed or captured, all credits the refinery was storing will be forever lost, so defend it well.


Gun Turret
One of the designs directly copied from Allied forces - a heavy anti-tank gun mounted inside a rotating turret standing on concrete foundation. It's a reliable base defense - inexpensive, well protected, with little dependency on power grid and cost-effective against tanks and light vehicles. It's not without flaws however - it's ineffective against infantry and is completely helpless against aircraft, artillery or fire support units. Due to lack of proper anti-personnel defenses, Nod needs to use its own infantry or vehicles for that purpose.

Role: base defense
Strong vs: light vehicles, tanks
Weak vs: infantry, artillery
SAM Site
Fires surface-to-air missiles at airborne enemy units. Position enough of these around your base to make sure any aerial threats are destroyed before they can cause serious damage to your base. Slower moving or hovering aircraft will fare the worst against this defensive structure. Nod and the Soviets use different models of SAM sites, but they have identical functions.

Role: anti-air base defense
Strong vs: aircraft
Weak vs: everything else
Building the Helipad allows the use of the ORCA/Longbow/Apache attack aircraft and it's also the rearming station for these aircraft. All aircraft can be rearmed on any Helipad you own.


The silo stores a limited amount of credits of processed resources. You'll have to build more of these when all refineries and silos you own are at maximum capacity, or you'll stop gaining any more credits when a harvester unloads at the refinery. If destroyed or captured, the amount of credits stored in them is deducted from your account.
Weapons Factory / Airfield / War Factory
This structure is responsible for the building of all vehicles. It is well armored, but is also a favorite target for the enemy. If your War Factory is captured by an enemy Engineer, not only do you lose the ability to build vehicles, but the enemy is able to build your vehicles in addition to his own. Building multiple War Factories decreases the amount of time required to create a vehicle.



Naval Yard / Submarine Pen
The Naval Yard is available on maps with a lot of water and is responsible for producing naval units. Building multiple Naval Yards decreases the amount of time required to create a ship. In addition, the ship building speed is linked together with the vehicle building speed, meaning that building additional Naval Yards also makes vehicles faster to build from your War Factory and vice-versa.


Repair Facility / Service Depot
The repair facility/service depot allows you to repair or sell any damaged vehicles or aircraft that are positioned on it. All repairs are deducted from your credits and repairs will immediately halt if you run out of credits while repairs are in progress.


Communications Center / Radar Dome
Allows the use of the radar screen to glance over the entire battlefield as long as there is sufficient power. Building a Communications Center also gives a commander access to second-tier units and structures.


Technology Center / Research Facility
Required to access third-tier units and buildings.
Deployed Sensor Array
When deployed, the MSA detects units and structures in unexplored areas (which are then revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green circle when selected.

Role: support, non-combat


Obelisk of Light
This high-power laser effectively destroys troops and war-gear at long range. In terms of killing power as a defense structure, it's second only to Tesla Coil, which is in turn significantly more fragile. The Obelisk is very effective against vehicles and matches the firing range of fire-support the like Rocket Launcher, Tesla Tank and Tank Destroyer. However, despite being able to liquefy nearly any human soldier with a single shot, it recharges slowly and can be overwhelmed by battalions of infantry, and as such it's wise to assist it with vehicles like Flame Tank or SSM Launcher. It's also quite power hungry and needs a steady output to function - it will shut down if its demands cannot be met, be it due to sabotage or bad planning.

Role: base defense
Strong vs: light vehicles, tanks, infantry
Weak vs: infantry (when massed), artillery
Stealth Generator
Cloaks all nearby units and buildings owned by the commander who built the Stealth Generator. The power consumption and build cost make cloaking a large base difficult, so they are best used to hide small outposts or conceal a nice line of Obelisks or a large army from the enemy.



Tiberium Fuel Upgrade
When an Advanced Power Plant is upgraded with Tiberium fuel, it is continuously damaged until it reaches 50% of its normal strength. However, in this state it produces twice the power of a normal plant. Power Plants also lose the ability to cloak when upgraded until the power plant's hitpoints have reached 50%. Essentially, the Tiberium Fuel Upgrade doubles the power output of an Advanced Power Plant at the cost of halving its hitpoints.



Temple of Nod
Houses Nod's Nuclear Missile superweapon and unlocks the most powerful of their units, like the Cyborg Prototype and the Illuminator.




Minigunner / Rifle Infantry
Minigunners/Rifle Infantry are the basic unit of all factions. They are very cheap to produce, but have very little longevity. In masses they can take down any target, but fall quickly to anti-infantry fire. Just remember that large tanks can easily crush your infantry and any flame-based or explosive weapons can quickly reduce entire squads to ash.

Role: all-purpose
Strong vs: infantry, light vehicles, buildings (when massed)
Weak vs: tanks
Bazooka / Rocket Soldier
Rocket soldiers are slower than other infantry, but are the only ones capable of effectively fighting vehicles and aircraft. They also have extra range, making them decent at fighting most basic defenses as well. Most effective as a support unit in diverse groups.

Role: anti-tank, anti-air
Strong vs: vehicles, aircraft, buildings
Weak vs: infantry
Nod Flamethrower Infantry
Flamethrowers are fast and have a devastating damage potential, but need to get up close to attack. They explode like grenadiers, making them useless when massed.

Role: anti-infantry, anti-structure
Strong vs: infantry, buildings
Weak vs: tanks, light vehicles
Engineers do not have any combat capability, but are still invaluable units. When ordered to enter an enemy structure, they can instantly take control of it (or first inflict severe damage before taking control of it, depending on the "multi engineer" multiplayer option). They also fill a defensive role, as they can instantly repair any friendly structure to full strength. The unit is lost when performing either action.

Role: building acquisition, repairing buildings and low bridges
Strong vs: buildings
Weak vs: everything




Chemical Warrior
The Brotherhood's own assault infantry; these men are protected with advanced armor that prevents them from being crushed by tanks, gives exceptional resilience to enemy fire and provides complete protection from Tiberium irradiation (something no other organic soldiers can claim to have), although it slows them down significantly. Their weapon is a chemical sprayer - a versatile weapon that while short-ranged, can be used to effectively engage almost any kind of protection - it badly burns infantry, damages structures, can even seep into crevices within tank armor and corrode through protective systems. They are usually employed as tank-killing squads or in mechanized infantry corps. APCs, especially those with stealth technology, allow them to quickly close in on their foes.

Role: general-purpose
Strong vs: most ground targets (up close)
Weak vs: massed anti-personnel units, artillery (from distance)
Cyborg Prototype
The current pinnacle of Nod research in controlled mutation and cybernetic enhancement - a super-soldier clad in armor equal to no other infantryman. He is armed with a gun firing tiberium shards, effective against most ground targets, and once crippled, he will fight on - without his legs, but with the weapon still intact. His mutations allow him to heal when standing in raw resources like tiberium, ore or gems, but he cannot regain lost limbs. Even fully intact, he is still quite slow, so he is typically ordered to follow slower-moving tank formations or found together with chemical warriors, fighting from APCs.

Role: general-purpose
Strong vs: most ground targets
Weak vs: aircraft, massed tanks
Build Limit: 1




Hijackers are able to enter and take control of enemy vehicles. When the vehicle is destroyed, the hijacker will exit, albeit with minor damage. The hijacker can potentially capture an unlimited number of vehicles provided he survives that long.

Role: support
Strong vs: vehicles
Weak vs: everything else




Nod Buggy
A militarized dune buggy with barely any armor plating and carrying a light machine gun, this vehicle puts full emphasis on hit-and-run tactics. It is faster than the Hum-Vee and Ranger but also weaker. Excels at quick strikes to enemy infantry and exploiting undefended spots in an enemy base, but will get demolished when facing heavier armor.

Role: scout, anti-infantry
Strong vs: infantry, light vehicles
Weak vs: tanks, base defenses
Recon Bike
The Recon Bike is the fastest ground unit in the game. It is armed with a missile launcher which deals significant damage to vehicles and buildings. Because of their extremely light armor and exceptional speed, Recon Bikes are best-suited to hit-and-run attacks. Their effectiveness against aircraft makes them essential for protecting other Nod units from enemy air forces.

Role: scout, anti-structure, anti-air
Strong vs: light vehicles, aircraft
Weak vs: infantry, tanks
Light Tank
Whenever Nod has to fight face-to-face, dozens of those tanks invariably show up - dirt cheap, mobile as any medium tank and surprisingly durable for their size; decent both for flanking and frontal assaults. They can be easily massed and while they're the least well armed of all main battle tanks, with their good health-to-cost ratio they act like moving walls to protect the damage dealers like SSM Launchers or the Illuminator.

Role: anti-vehicle
Strong vs: vehicles, buildings
Weak vs: rocket infantry
Mobile Repair Vehicle
Mobile repair vehicles are used by Nod to repair their units in the field. It costs nothing to repair the units, but MRVs are quite expensive by themselves. They cannot directly attack enemy units, and as such must be guarded at all times.

Role: support, non-combat
This armor-plated vehicle seeks out and scoops up raw tiberium/ore, then transports it to refineries for processing to credits. It is slow, has no weapons, and needs to be protected. Its good points are that it can take a beating before being destroyed, it is capable of self-healing, and it can crush enemy infantry.

Role: gathering resources




Armored Personnel Carrier
The standard Armored Personnel Carrier (APC) transports and protects up to five infantry units heading to and from battle locations. Its heavy armor, fast speed, and machine gun make it an ideal scouting unit.

Role: transportation, scouting
Strong vs: infantry, light vehicles
Weak vs: tanks, base defenses
Passengers: 5




Flame Tank
Flame tanks cause extreme damage to structures and infantry, but are not quite as effective against other units. Their main shortcoming is the very low range of the flamethrower, which means that enemy tanks and artillery can often destroy Flame tanks completely before they can even reach their target. Flame tanks are best used for doing surprising and deadly rushes on poorly defended parts of the enemy base.

Role: anti-structure
Strong vs: infantry, light vehicles, buildings
Weak vs: tanks
Stealth Tank
Stealth tanks sacrifice armor for firepower, speed, and stealth capability. They are perfect for ambushes in a no-man's-land, since they are undetectable from a distance except by Mobile Sensor Arrays (MSAs). They die quickly in direct combat, so it is best to stick to killing lone enemy units and harvesters. In addition to being visible to MSAs, adjacent infantry and base defenses will also reveal them for a short time.

Role: scout, hit-and-run
Strong vs: vehicles, buildings, aircraft
Weak vs: infantry, base defenses
The Artillery is a simple self-propelled howitzer - while rather inaccurate, slow and lightly armored, it's very cheap and can be easily amassed to devastate infantry, structures and even tanks from afar. They are vulnerable to light vehicles tat move too fast to reliably hit, but are safe and highly effective behind the ranks of tanks, where they provide very effective support fire. Like all artillery units, this vehicle out-ranges all base defenses and is a direct counter to most warships apart from the heaviest ones.

Role: support, artillery, anti-ship
Strong vs: infantry, base defenses, buildings, ships
Weak vs: light vehicles
Mobile Sensor Array
When deployed, the MSA detects units and structures in unexplored areas (which are then revealed on your minimap), and reveals cloaked and subterranean units on your tactical view. The range of the MSA is shown by a large green circle when selected.

Role: support, non-combat
Mobile Construction Vehicle
The Mobile Construction Vehicle lets you search for suitable base sites. Once one is found, convert the MCV into a full-service Construction Yard by deploying it and use it to build other structures. Since this vehicle is slow, unarmed, and expensive, you will want to keep it well guarded with other units.

Role: support, non-combat




Heavy Raider
In more prolonged fights when additional technology is available, these vehicles appear instead of usual Nod Buggies. While sightly less mobile and lacking a turret, they are still fast vehicles, armed with dual miniguns that fire incendiary bullets at enemies. They are useful in hit-and-run tactics, but if the time is right, they are frequently used to rush in and destroy more fragile vehicles like artillery, other wheeled scouts or enemy infantry. They can endure a fair amount of punishment thanks to their thin, but well-sloped composite armor. In large enough numbers, they can even overwhelm tanks, although it's recommended to assist the raiders with bikes or stealth tanks for proper anti-armor capabilities.

Role: anti-infantry, backline destruction
Strong vs: infantry, light vehicles, artillery, buildings
Weak vs: tanks
The SSM Launcher is a highly mobile artillery vehicle that quite accurately fires napalm missiles over great distances, dealing area damage. It's invaluable for Nod armies - great for defensive purposes to kill off assaulting infantry, as backup to light tanks, counter to enemy artillery, base defense removal tool, and navy deterrent.

Role: support, artillery, anti-ship
Strong vs: infantry, artillery, base defenses buildings, ships
Weak vs: light vehicles, tanks




Stealth APC
The Nod APC sacrifices armor for full stealth capabilities and has moderate speed. Unlike the standard APC, it is not recommended to involve the stealth APC in direct combat but rather focus on delivery and extraction of troops. Be aware of MSAs, base defenses and enemy infantry that detect stealth units. It could also be used for scouting, but Nod's Stealth tank is better for that purpose.

Role: transportation
Strong vs: nothing
Weak vs: everything
Passengers: 5
This surprisingly nimble giant is the first - and so far, only - platform using weaponized plasma; a weapon rumored to be reverse-engineered alien technology. Despite matching a mammoth tank in size and durability, its special armor is very lightweight and allows it to outrun all but the lightest tanks. Its weapon packs a massive punch, with damage gradually increasing the closer it is to its target. It's not without its flaws, however - it's not as durable as other prototypical super-heavy vehicles like Enforcer or Behemoth and can be overwhelmed in a direct fight; its weapon is rather short-ranged, slow to reload and unable to target aircraft. Typically it's found mixed in with Nod's other vehicles - sometimes in mobile raiding parties, sometimes in armored battalions, at times even airdropped by chinooks - wherever it goes, it greatly speeds up the demolition.

Role: general-purpose, harassment, support
Strong vs: all ground targets
Weak vs: massed anti-tank weapons, aircraft
Build Limit: 1




Hovercraft Transport
These amphibious vehicles are deployed from naval yards and used for transporting troops and war-gear to other islands in water-dominated areas. They're quite mobile in the water, but ponderous on land. Like most transports, Nod's variant is unarmed, and while it doesn't have as good protection as other ones do, it is designed to carry more vehicles to compensate for their comparatively low unit-for-unit effectiveness.

Role: transportation, non-combat
Passengers: 6
The lightly armored Scarab is the fastest ship on the battlefield and very versatile. With a heavy machine gun capable of anti-aircraft fire, it is best used for scouting, hit-and-run, and support for larger ships against aircraft. A large number of these can easily overwhelm unguarded heavy ships, although direct confrontations with big fleets of enemy ships should be avoided.

Role: scouting, hit-and-run, anti-air
Strong vs: aircraft
Weak vs: land artillery, ships
Mobile Repair Ship
Mobile repair ships can be used to repair friendly ships and can be deployed to detect submerged Submarines as well as cloaked Laser Corvettes. It costs nothing to repair the units, but the MRS is quite expensive by itself. It cannot directly attack enemy units, and as such must be guarded at all times.

Role: support, non-combat




Laser Corvette
Nod's primary warship. As the name implies, they are armed with a smaller version of the Obelisk of Light, and deal significant damage to any kind of ground target or ship. They can also deploy into an "ambush mode", diverting power from the laser to an on-board cloaking device, which shortens their range but allows them to lie unseen in wait for any enemies passing by.

Role: anti-ship
Strong vs: ships, most ground units
Weak vs: land artillery, aircraft




Sea Shadow
Sea Shadows fire big napalm cluster-missiles over great distances, causing devastating damage particularly to bigger buildings or groups of enemies. Their missiles however require some distance in order to function properly, so they need close-quarter protection from other Nod ships.

Role: anti-structure, artillery
Strong vs: buildings
Weak vs: ships, aircraft




Nod's counterpart to the ORCA and the Longbow is the Apache Gunship. It uses heavy chain guns to mow down infantry and light vehicles and to damage buildings. It has considerably more ammunition than the ORCA or Longbow; this allows for sustained attacks, though at the cost of burst damage and rearming speed.

Role: anti-infantry, anti-ship
Strong vs: infantry, light vehicles, buildings, ships
Weak vs: anti-air units and defenses, tanks
Chinooks give extreme mobility to both infantry and vehicles. They are capable of carrying 1-5 infantry or a single vehicle of any kind quickly across vast distances. They are very vulnerable to AA defenses, so be careful to maneuver around them. Use them to transport MCVs to other islands on naval maps.

Role: transport
Weak vs: anti-air units




Nuclear Strike
This super weapon delivers a nuclear warhead via a missile that's launched from a missile silo or the Temple of Nod. It takes a short while for the missile to get to its target, but when it does it'll cause damage to units and structures within a large radius. Nuclear strikes are ineffective against naval units unless they're directly adjacent to a shore.

Role: super weapon
Strong vs: everything on land








Bittah Commander: webpage design, coding, fact-checking, editing and adding to Rhob's descriptions.
Rampastring: fact-checking, editing and adding to Rhob's descriptions.
Rhob: wrote the original draft for the descriptions.
Tiberius: Updated the descriptions on December 18, 2020.
Polish'dPole: Updated the descriptions on August 20, 2021.